5.1. The final portion to the OTV Miner game is now complete. I think all in all it was a successful semester project and Tim and I delivered a great product. The undertaking of a complete program for a semester is a big job and I think we were able to pull it off.
5.2. I wanted to do a complete game for several reasons. I had tried some games before and never followed through with them to completion. Also, I wanted to do something big for a final project and doing a complete game in a month was not an option (for me at any rate).
5.3. So the idea came to me that if I could get a partner early on, we could come up with a plan to take parts of the program work on them independently. Then when the final project rolled around all we would have to do is combine our individual efforts.
5.4. I think it was a complete success! Is the game everything I wanted it to be? No it still needs some enhancements. There needs to be more interaction with the enemy ships and the bugs. The rocks need to have some motion and not be static. My nine year old son also commented that “…there needs to be bigger ships to fight.” While the thought of a “boss” had crossed my mind it didn’t quite work into my concept of the game.
5.5. But while there are some things lacking, there are a lot of great things going on. The movement of the ship from one quadrant to another was a great way to manage all of the assets in the game. We could populate the entire field and have a way to display only portions of it. The asteroid destruction into smaller rocks was executed just as I imagined it would be with the release of the elements at each stage. The laser upgrade was an excellent idea that Tim came up with which added a lot of excitement to the game. It’s great to have all of that fire power when you are blowing things up! The animation and sound just pushed everything over the top and made everything that much more enjoyable.
5.6. I think though, for the time we had and the product we came up with it was an overall winner. Tim and I both put a lot of hours into the game and making it playable which is the most important part. If I could make any suggestions to this course it would be to have access to some graphic arts students to help out with visual content. The graphics we used worked out great but if we had someone with some serious artistic talent we could have really came up with something truly amazing. We did a great job with what we had and like I said before I think we pulled it off.
OTV Miner Conclusion
5. Conclusion
5.1. The final portion to the OTV Miner game is now complete. I think all in all it was a successful semester project and Tim and I delivered a great product. The undertaking of a complete program for a semester is a big job and I think we were able to pull it off.
5.2. I wanted to do a complete game for several reasons. I had tried some games before and never followed through with them to completion. Also, I wanted to do something big for a final project and doing a complete game in a month was not an option (for me at any rate).
5.3. So the idea came to me that if I could get a partner early on, we could come up with a plan to take parts of the program work on them independently. Then when the final project rolled around all we would have to do is combine our individual efforts.
5.4. I think it was a complete success! Is the game everything I wanted it to be? No it still needs some enhancements. There needs to be more interaction with the enemy ships and the bugs. The rocks need to have some motion and not be static. My nine year old son also commented that “…there needs to be bigger ships to fight.” While the thought of a “boss” had crossed my mind it didn’t quite work into my concept of the game.
5.5. But while there are some things lacking, there are a lot of great things going on. The movement of the ship from one quadrant to another was a great way to manage all of the assets in the game. We could populate the entire field and have a way to display only portions of it. The asteroid destruction into smaller rocks was executed just as I imagined it would be with the release of the elements at each stage. The laser upgrade was an excellent idea that Tim came up with which added a lot of excitement to the game. It’s great to have all of that fire power when you are blowing things up! The animation and sound just pushed everything over the top and made everything that much more enjoyable.
5.6. I think though, for the time we had and the product we came up with it was an overall winner. Tim and I both put a lot of hours into the game and making it playable which is the most important part. If I could make any suggestions to this course it would be to have access to some graphic arts students to help out with visual content. The graphics we used worked out great but if we had someone with some serious artistic talent we could have really came up with something truly amazing. We did a great job with what we had and like I said before I think we pulled it off.
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